Yes, I know this is a huge post with too many questions!!! Ha. But this information is mandatory for scenario design. The manual discusses these but does not state what the values do. It assumes the reader know the exact meaning of each (which, I might but I don’t want to assume).
Applies to both sides:
Set Attrition Divider – Does a higher value mean the combat casualties are higher? Lower less casualties? Values from 1 to 1000 default is 10.
Set Max Rounds Per Battle – Default at 99, limits are 1 to 99 – For a scenario at company level 6 hours per turn, I think I should set this low like 6 or so. Maybe for a two week per turn Corp level game it should be at 99. Is this close to how to use this?
Set AAA Lethality Level – 0 to 999, default to 100, seems like this is a multiplier, any thing under 100 is less lethal over is more. This correct?
Set Engineering Build Rates – 0 to 999, 100 is the default, over 100 takes longer?
Set Enemy Hex Conversion Costs – Same as above, over 100 takes longer?
Set Entrenchment Rates – Same as above, over 100 takes longer?
Set Density Combat Penalty Rates – Same as above, over 100 makes combat more lethal?
Set Supply Costs of Movement Rates – Same as above, over 100 costs more supply?
Set Readiness Costs of Movement Rates – Same as above, over 100 reduces readiness more?
Set Divisor of Improved-Road Motorized-Movement – 1 to 10, Higher values allow more movement on improved roads? Does this affect roads too or only improved roads?
Set Naval Attrition Divider – don’t know what this one does yet, never used, 1 to 1000, 10 is the default. I assume higher values give more hits/damage?
Applies to one side only:
Force Overall Proficiency – This one is understood (mostly), is changes values of units or formations or both?
Force Supply Stockpile Level – I assume this stock pile is at supply points? Does this allow for simulating a force that is isolated, but stock piled to continue effective fighting until events bring in more supply or stock pile runs out?
Force Precision Guided Weapons Level – Understood, I assume for WWII this should be 0, default is 20. Maybe modern combat would be real high?
Force Air Refueling Range Multiplier – Understood, WWII is zero.
Force NBC Proficiency – Understood, WWII is zero.
Force Night Combat Proficiency – Each force can be tailored as to night fighting, this also affects defending only I assume?
Electronic Support Level – Not sure what this simulates other than EW, values are 1 to 100, default at 33. What value is pertinent for WWII?
Force Communication Level – Might simulate radio comms efficiency or lack thereof? 25% to 100%, default is 100%. I assume 100% generally is more pertinent to modern warfare with satellite comms and such? In my scenario (Guadalcanal Campaign) I will experiment around 75% and see what happens.
Force Pestilence Level – 0 to 50%, not sure if this is concurrent with pestilence levels in the event engine or independent values. Need to understand this better, as I am going to simulate the Malaria and Dysentery issues from this campaign. I think this will remove squads as gone (ineffective), do they come back, or do I have to offset in replacements to simulate squads returns from sick bay?
Force Loss Intolerance – 10% to 999%, default at 100. Higher values make units disengage quicker?
Force Movement Bias – 50% to 150%, default at 100. Higher values make units spend more movement points per terrain costs?
Force ZOC Cost – 0% to 1000%, default at 100. Higher is costlier to move through or into ZOC?
Force Overextended Supply Threshold – 0 to 100, no default. Higher gives overextended units more supply?
Force Naval Critical Hit Scalar – 0 to 100, 10 is default. Higher is greater chance of being critically hit? I think I read this in a naval battle scenario dump, or briefing.
Force RFC Scalar – 0 to 100, default is 10. Not sure what this is yet, probably in the manual, might read some more scenario dumps/briefings.
< Message edited by larrybush -- 12/5/2017 11:42:06 AM >